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authorJustin Clark-Casey (justincc)2013-02-22 23:08:14 +0000
committerJustin Clark-Casey (justincc)2013-02-22 23:08:42 +0000
commita93f06eb88489f822d903249377ce8cbdd991fb0 (patch)
tree1c013e753f8067a41014d5f5058bccba185aad3d
parentMake reset of EntityTransferStateMachine for an avatar transfer always happen... (diff)
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minor: Add doc to ScenePresence.IsInTransit to make it clear that this is set only for region crossing and not teleport, etc.
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs6
1 files changed, 6 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 9c1d2b6..39a885c 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -657,6 +657,12 @@ namespace OpenSim.Region.Framework.Scenes
657 657
658 private bool m_inTransit; 658 private bool m_inTransit;
659 659
660 /// <summary>
661 /// This signals whether the presence is in transit between neighbouring regions.
662 /// </summary>
663 /// <remarks>
664 /// It is not set when the presence is teleporting or logging in/out directly to a region.
665 /// </remarks>
660 public bool IsInTransit 666 public bool IsInTransit
661 { 667 {
662 get { return m_inTransit; } 668 get { return m_inTransit; }